54c119 No.16160853
Wojack not in the OP edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
>Dev resources: http://8agdg.wikidot.com/resources
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>16099069
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR May 5th (05/05)
>Please contribute to the wiki if you can
8b1d89 No.16160869
Reposting this crosslink because OP fucked up last thread
>>>/pdfs/315 for programming books, useful stuff but I don't think there are any books on C#. Plenty of information on C++, python, java though.
d9c7d8 No.16160930
i made the mistake of trying to let mecanim handle when the robot can/can't attack, and of course i keep getting a small chance of the robot finishing an attack and still being considered as if he's attacking
the dumb fix right now was to reset his attack state in lateupdate if the animator isn't actually attacking, but in theory it should work just fine without that
d34fc7 No.16160937
>only 70 days till demo day
Will YOURS be ready?
4ee4fb No.16160949
Is it a bad idea to have two types of game loops that the user can choose, for example one game loop does not have frame skipping but the other has frame skipping
31fb51 No.16160988
>>16160937
>Will YOURS be ready?
probably not
3421b5 No.16160991
>>16160949
If neither gives an undesired advantage nor cause too much development complexity then why not?
78553e No.16161017
Hey anons, which is better, making your own launcher from your own website for your own video game like notch did with minecraft before microdick wasted 2bil on it OR selling it EVERYWHERE (on any platform I mean)?
>>16160853
Is Polish man, Florida man's sidekick?
31fb51 No.16161025
>>16161017
>making your own launcher from your own website
never do this, no one wants yet another thing they have to sign into, just sell it everywhere and you'll get more possibly buyers anyway and its less hassle for both you and the customer
e4a219 No.16161071
>>16161025
>Florida man tries to trade live alligator for pack of beer at convenience store
Cashier should've taken it. Gator skin and meat is incredibly valuable. Even if it was a tiny one, it'd be worth more than a 6-pack.
c21957 No.16161082
Reposting.
Blender fags, I need help. I think I made a mistake using a cube for sculpting (a foot) cause my brushes are now going schizophrenic. Apparently they either add or subtract based on which plane they're on, which considering the cube is now a mush is a problem. I'm making indents and bumps with a single stroke and I don't know how to fix it.
875666 No.16161086
>>16161071
Then you'd have
>Florida man accepts live alligator in exchange for pack of beer at convenience store and tries to sell its skin and meat
31fb51 No.16161107
>>16161082
>sculpting
you fucked up
>using a cube for sculpting
even more fucked up, should have atleast made a basic shape similar to the foot then sculpted detail instead
>indents and bumps with single strokes and dont know how to fix
use control+Z to undo and control+shift+Z to redo, F3 to access the history of everything you did
71a024 No.16161114
>>16160853
Thank you anon.
c21957 No.16161144
>>16161082
>should have atleast made a basic shape similar to the foot
Well I did, and most of that basic shape consists of a cube. I fixed it though, had to recalculate normals.
6153c3 No.16161145
>>16161017
These days it is just better to use other stores.
If you run your own store, you do end up getting a bigger revenue-share as you cut out a middleman. But then you have to deal with all the shit the middleman did for you before. Processing payments isn't without problems, and embedding something like Paypal leaves you exposed to them declaring your account "suspicious" and giving taking part of your money forever.
Secondly, the stores do actually provide services beyond being payment processors. To list a prominent few:
>Host downloads
>Have an efficient (& automatic) update system
>Host matchmaking service
>Provide trust to users, like Steam does with reviews or many stores do with refund policies
>Social media features (amplifies word-of-mouth)
The 30% you see at many stores may seem high, but they do actually put a lot of value against it. With a competitor to Steam finally popping up, I wouldn't exclude the possibility of Steam's revenue share improving too.
If you really want to make your own platform, then my advice is to do research in the costs of doing so. The conclusion is probably "unless my game is a massive success, the benefits are marginal".
That all said, if you want your own system/service/platformwhatever, you can just put your own account system behind it all and make the clients from stores log into them. A lot of free to play games that eventually became available to Steam do the same thing. They often allow you to either link an existing account to Steam or have them automatically create a nameless account linked to your SteamID if you don't have one. Once you link your old account, you wont even have to log in if you boot the game from Steam. No stupid extra accounts necessary.
531099 No.16161169
>>16161017
I'm pretty sure Steam allows you to sell steam codes on your own site without you having to pay them 40% as you normally would, as long as you don't give people who do so advantages over people who buy through Steam itself. So I'd certainly not make my own launcher, but setting up a store platform on your own site might be worth it. Just know that it'll take considerable effort, as most things that earn you more money tend to.
02bcf5 No.16162239
>>16160930
Please, for the love of god, divorce the character control from the animator. There is only pain in that path
It's ok to attach the "attack point" (WC3/Dota term) to the animation, but whenever you are attacking or not is not ok.
The animation reacts to the state, not the other way around
5255d2 No.16162335
I successfully hired a real Japanese voice actress. It's pretty fun working with the director to make sure they sound like what I want. Only problem was Japanese. I can read it but I can't write it so I spent some money on a translator. Here's the first raw undirected read: https://vocaroo.com/i/s14Gse3Cf5LC
Making anime real.
02bcf5 No.16162561
>>16162335
Congratulations
I can already see my brother getting purple with jealousy because our game have 90% chance of not having VA.
78553e No.16162698
>>16162561
tbh you could just be cheap and have a family member do some grunts for you on a mic and then display text and have characters move like they're talking.
5255d2 No.16162749
>>16162561
And why not? Why 90%? Japanese VAs are very cheap. A western one will cost you $1700 for a 5 minute script. A Japanese one will cost you $200+translator fees (~$115)
02bcf5 No.16162766
>>16162698
well, we are going to do the bript broopty you see in games like ace attorney, that's a easy way to give all characters a voice
02bcf5 No.16162773
>>16162749
A billion lines for 20+ characters is not feasible for a 2 man team on no budget
432844 No.16162851
I just send an email to my favorite japanese indie dev asking him in my shitty children japanese if he wanted to be my nakama.
5255d2 No.16163270
>>16162773
Get yourself a budget. I've always been critical of your production. Start a kickstarter/Patreon. Literal free money.
25b097 No.16163573
>>16161043
I just realized: by the time you're done developing your game Vulkan is probably going to have more market share in terms of hardware support.
49c558 No.16163635
>>16162773
You could always have certain scenes voiced and most of the game be bibbidy boop boop speak. It certainly helps characterization if you pick the right voice for the right characters.
754f58 No.16163720
>>16162239
i was initially doing that, but then i start getting conflicting times between when i want stuff to play and when mecanim actually starts playing it
in the end i'm probably gonna have to entirely throw mecanim out the door and handle it myself
35a4bc No.16163826
>>16163573
>game
>implying I'm not just a nodev enginefag who will never ever get done
673216 No.16163831
>>16162335
Keep up the good shit, if I think who you are is correct based on your image. Shit makes me consider getting a VR.
da86f4 No.16163908
>>16162335
can you post a link to your demo?
2e88b5 No.16163909
>>16162335
Will Shinobu exclaim "hora!" when you poke her?
691a39 No.16163943
908fd9 No.16164336
>>16163943
>all that effort for a shitty waifu porn game
cac86e No.16164430
>>16164336
>Why won't you make MY game?
That's not how it works.
Also
>Shinobu
>porn
908fd9 No.16164438
>>16164430
I remember he posting some porn gifs of his waifu being fucked or whatever.
cac86e No.16164460
>>16164438
It got cut, rightfully so. Waifus are for pure.
da86f4 No.16164531
be07fb No.16164552
>>16164460
>It got cut
>rightfully
pick only one
49d22a No.16164563
>>16164460
>It got cut
From the public release maybe, we all know he's hard at work behind the scenes interfacing the sex content with an auto-blow for his personal use. :^)
691a39 No.16165200
>>16164438
Yeah i originally wanted a sex simulator thing but then when i started trying out VR porn i realized its clunky and retarded. Its already a pain in the ass bringing out my meiki and setting up VR. You also have very small room for creativity. So i switched to pure fun things where you can be more innovative in. Its far more enjoyable development.
8787d9 No.16165630
I've been making these sheets for the past 4 days. Goddamn.
c9a615 No.16166278
Any anon here looking for a 3D modeler?
21765e No.16166307
Anyone have any resources on how to design/come up with good action combat systems? Not so much technical stuff (animation, sfx, etc), but more along the lines of how to design a core gameplay loop that doesn't end up just a DMC ripoff.
c68907 No.16168023
>>16166278
Got a portfolio? What do you charge?
4ee4fb No.16168215
>>16166307
just make a DMC rip off, nothing wrong with copying a good game
210147 No.16168228
>>16168215
and go through a meltdown afterwards
fb9b12 No.16168436
>>16160853
Coming to understand some Vector3 functions in GDScript, reduced this by about 4-7 lines which assigned localvar ``i`` to a value between ``0->7`` through ``if``/``elif`` statements:
func set_dir_index(dir_input):
var i = 0
# Get player input
var x = dir_input.dot( Vector3( 1, 0, 0) ) # dir_input.x = ( i_right-i_left)
var z = dir_input.dot( Vector3( 0, 0, -1) ) # dir_input.z = ( i_up-i_down) )
# Get input angle
var ang = atan2( x,z)
# Determine new turn modifier
i = int( ( ang * 4 / PI) )
return i
Returns -3 to 4.
Also I have inventory and pawn info replication scripts prototyping, plus a test with hud. I can spawn invidividual panel scenes (panel->tilemaps with labels) and batch assign info to them, and for every panel that exists and is registered to the hud I can have information displayed. Demo by March 1st.
38e838 No.16168579
>>16168436
>Demo by March 1st.
Not to discourage you, but we have a demo day. It may be worth holding off on that demo, so you have more time to add more stuff for a bigger demo on demo day.
da86f4 No.16168604
>>16166278
i don't care how bad you are, welcome aboard
c90ffe No.16168858
For making a game like The Sims, what kind of pathfinding implementation should I look at? Should I just stick with A*?
235356 No.16168923
How am I doing so far in terms of complexity? I'm using these for reference.
Also don't worry about the clipping, I haven't spent much time smoothing out his lumpy head and will change it later.
efd292 No.16168931
>>16161017
Do both, juuuuust in case you get deplatformed. Stores are the cheaper option, but you don't have full control over it obviously.
cc2d55 No.16169011
>>16168858
Yeah the sims used hierarchical A*, which breaks the game world into connected regions. Use regular A* to navigate within regions (I want to pet my cat, so I path from the kitchen->livingroom->bedroom). To go between regions, a coarse A* is used (I'm at home and want to go high five Bob the park so I go home->street->park), using the regular A* to move across the current region, and finally to Bob once they're in the park.
42f444 No.16169031
>>16168923
I think you're still adding too many polygons, but it's looking good. Certainly better than your first post.
c90ffe No.16169036
>>16169011
Thanks. I'll look into that.
235356 No.16169075
>>16169031
I thought I was going too complex but I do it because I fear losing detail. Should I not worry about it? With baking and stuff (which I'm only tangentially familiar with.)
38e838 No.16169088
>>16169075
You're going to apply a normal map on top of that, aren't you?
235356 No.16169122
>>16169088
I guess. I'm a newfaggot and I just started sculpting without reading anything about the process.
38e838 No.16169159
>>16169122
A LOT of the detail is going to come back when you apply a normal map. There are still too many polygons in >>16168923 and the eyebrows don't need extra triangles. Just keep it a little simpler than you think it should be. You can always add another edge loop later.
efd292 No.16169185
.>>16169159
Would it look good if you were intending to deform or rig them?
c9a615 No.16169202
>>16168023
Here's some of my work, the first two are the oldest and the last pic is something I'm currently working on. I'm not looking to charge anything really, I'm mostly in it for the work experience and training. I do want to make some cash in the future because I'm strapped at the moment. I can do a good batch of your earlier models for free and if you're really impressed and you like what you see then I can start making some money off my work.
>>16168604
Contact details? What are you working on m8?
Here's my email: twismusgames@yahoo.com
>>16166307
Watch lots of anime/action scenes, seriously majority of your inspiration for new mechanics is going to come up from the action that you see on TV. Look at your favourite fight scene and ask yourself "How can I turn this into a video game?". Take the character's moves, try to replicate the feel of what you see.
I remember early 2018 I was making a cuhrayzee based around gunplay and I took a good look at some western stuff since the japs are a bit too lacking or floaty when it comes to such.
https://www.youtube.com/watch?v=QbmDpEhAp48
https://www.youtube.com/watch?v=LqQJOr4Rx5k (personal favorite)
https://www.youtube.com/watch?v=P2v4j_BKSqk
https://www.youtube.com/watch?v=iuslUzbJEaw
I assume you might be looking for more sword stuff so you can check out https://www.youtube.com/watch?v=a3aFv8IQb4s&t=98s. Or just watch the entire bloody movie, it's a blast.
So use your favorite action scene and just try to skinwrap around it.
38e838 No.16169214
>>16169185
Using normal-mapped low poly models is what every game does, unless they go for some flat/retro style.
42f444 No.16169228
>>16169075
>>16169122
Yeah you can use the high poly mesh to bake a normal/displacement map. Don't sweat the small details, just get the volumes right, with proper topology. Remember that the lower the polygons, the easier it will be to animate or modify. You're progressing well.
235356 No.16169477
YouTube embed. Click thumbnail to play.
>>16169159
>>16169228
Alright good stuff, thanks for the help. I can't remember the last time I've been invested into something like this. Really fun stuff.
>>16169202
What would you say is the best way to go about animating stuff like this? Cause as far as I know DMC had motion capture, and I can't imagine hand made stuff feeling as good. I've recently come across a trailer for a program (closed beta though) which seems like a good solution for this but otherwise I can't see the solution. Like I said though I'm a huge newfaggot.
Also, any tips for sculpting clothes?
42f444 No.16171877
>>16169477
>Cascadeur
OH SHIT ENDORPHIN IS BACK!
24bd31 No.16172398
>>16168579
I'm in 4chan's /agdg/ discord, their demo day is march 1st. I want to have something people can play around with.
38e838 No.16172602
>>16172398
>admitting you're on cuckchan, too
>here of all places
Good luck with your demo. Hope you get some worthwhile feedback.
235356 No.16172781
His head starts sticking out whenever I go lower and my offset is pretty wide I think. I probably also made a mistake by making his mustache a part of him as now I can't really follow the guidelines. Not sure what to do.
>>16171877
Similar software? How expensive was it?
235356 No.16173387
Nevermind I'm doing it all over again. Sorry for spamming.
42f444 No.16173811
>>16172781
You improve quickly, anon. Now it looks as if you knew what you were doing. You want your loops to flow smoothly. The loop that goes around the ear contrasts a lot with the larger one. Also, there's some weird shit going on on the center of the brow and the upper nose.
d75987 No.16173877
>>16160937
This time yes, and the new cooking system will be the main feature of it
>Ingredients are even more moddable, they are xml files insteaf of hard to read jsons
>Dish types will no longer be hardcoded, they will also be easily moddable
>Focus on realism switched to focus into fun, there will be trait system similar to what you see in Atelier games, >No more hidden mechanics within the system like the old temperature modifiers, the whole system will be easier to understand.
**This one probably won't make it for the demoday:
>Icons will be replaced by models, ingredient parts will be meshed together to form the mesh of the finished recipe, so if you use carrot on your soup there will be carrot pieces on the 3D icon of the soup**
d75987 No.16173890
I fucked up that spoiler, kill me
235356 No.16173933
>>16173811
Thanks.
>Also, there's some weird shit going on on the center of the brow
I watched a video where some dude explains the thought process and the loop breaking system and I realized what a mess the shit I made was. I'm redoing it. All this effort for some shitty character I pulled out of my ass. Despite the awful clippage I think pic related is superior. Hell maybe it's too simple now.
Any idea on how to fix my mustache situation? Should I just make it it's own object or should I brute force it? Also not sure which larger loop around the ear you're talking about.
42f444 No.16174098
>>16172781
Endorphin was a really cool and promising software that was abandoned in favor of their technology, renamed euphoria, being used only by special contract on big movies and games, like GTA4 and Red Dead Redemption 1. I messed around with it and it was really easy to make passable animations quickly. Here's a showreel I saved back in the day (I'm new to webm encoding so I apologize for the filesize).
>>16173933
Yeah maybe make the mustache a separate object. No need to overcomplicate yourself. Too much simplicity can indeed be a problem, but remember most details will be in normals. I'd suggest making sure the nostrils are properly defined, and maybe the eyebrows, if the actual geometry needs it.
266e7c No.16174277
>>16165630
They look pretty good at first glance.
Is this a practice or do you have a purpose for them?
24cd88 No.16174429
>>16160937
No.
>>16172781
You don't need so much quads for your skull
235356 No.16174705
>>16174098
Yeah I recognize the those GTA 4 pedestrian animations lel. Would be pretty cool if such software was available to us plebs without funds for a several thousand dollarys per month subscription.
>>16174277
It's practice. The characters I want for my never ever game are way more complex than this so if I can't model a naked bald man the dream is dead. Once I finish him I'll probably give it to you guys for use. I mean if you want to fuck around with a naked Franz Joseph of Austria.
>>16174429
Maybe. The skull is protruding if I lower it though.
42f444 No.16174908
>>16174705
>The skull is protruding if I lower it though.
Surely there's a way to make the sculpt semi-transparent in the viewport?
24cd88 No.16175103
>>16174705
If you want to waste use that much faces have fun I guess.
The circles around your eye should stay around your eye, you shouldn't use them to define the bridge of your nose.
It looks like you are capping in orthographic, in which case why?
Blender 2.7x sucks.
6466ff No.16175135
>tfw babby to substance painter
>trying to make a mediocre goldfish bowl with a fish in it
>four hours and its still looking like garbage
i can model OK but im fucking dogshit at texturing and going mad. is there any good substance for retard guides? i dont really get how to add more than one shader to a scene and i already textured my fish and ive watched like 5-6 youtube tutorials/ offiicial substance tutorials, google, etc, and fish house but the water and fishbowl when trying to render in arnold arent transparent and look like dogshit
maybe a goldfish bowl with a fish in it wasnt a very good beginner assignment i should of chosen
65b1fe No.16175243
>>16174908
>>16175103
>Surely there's a way to make the sculpt semi-transparent in the viewport?
I don't know, I haven't checked but probably. So I shouldn't worry about the sculpt clipping through?
>The circles around your eye should stay around your eye, you shouldn't use them to define the bridge of your nose.
I'm not sure how else to define it then. I've been following the pic related guide.
>It looks like you are capping in orthographic, in which case why?
Background images can only be seen with orthographic. Is it bad practice to use it? You use Blender 2.8?
24cd88 No.16175327
>>16175243
Blender 2.8 is significantly better, new functionality is great, and it's faster, interface is cleaner, I think there are a few features missing though, that's about it.
Why are you looking at background images when you are only retopologizing a sculpt?
>I've been following the pic related guide.
Why? the rest of the topology you have shown doesn't use the eye for nose geometry, whatever you are watching is wrong, you shouldn't do that.
65b1fe No.16175412
>>16175327
I got used to orthographic and now perspective feels weird. I've tried out 2.8 and it's obviously better but things I use are in different places and accessed with different shortcuts and even though I only started using Blender this week it bothers me. Also icons are monochrome which is annoying. I'll probably switch in time.
>the rest of the topology you have shown doesn't use the eye for nose geometry
Which one? This >>16173933 or >>16172781? Which one do you consider superior? I am really confused by all of this. I thought it made sense cause it breaks off and flows naturally from one loop to another. What resource should I use?
24cd88 No.16175455
>>16175412
>I got used to orthographic and now perspective feels weird
That's just flat retarded, you need to model in perspective even after using modelling sheets, 3d models exist in a 3d space, if you make and look at them entirely orthographically they won't look the same in whatever engine you are using.
>What resource should I use?
I don't know, just follow the basics, and by basics I mean scream internally since there is no real standard for topology
The one completely grey male one you posted is probably the best, the eyes loop around, he has the mask loop, his mouth is a complete loop, the pole on the cheek is in the right place. He's probably the best example.
2.8 is significantly superior, I made the transition, it was worth it, it even feels faster.
45fa16 No.16175535
>>16175455
> 2.8 is significantly superior, I made the transition, it was worth it, it even feels faster.
But is it stable?
65b1fe No.16175566
>>16175455
I legitimately don't now these things as I've only ever made 2d games. As for the number of rectangles on the head, if the sculpt clips through with less should I not add more then?
24cd88 No.16175617
>>16175535
The current version I'm using is as stable as Blender 2.7x, only crash I was getting was related to vertex paint but that was fixed in the version I am using I can't say it's perfectly stable because I haven't done everything, but I get as much crashes as I did with old Blender, current version hasn't crashed once.
>>16175566
>i've only made 2d games
Why transition to 3d with so much detail then?
>if the sculpt clips through with less should I not add more then?
Why do you think that this is important?
65b1fe No.16175716
>>16175617
I just wanted to fuck around with the sculpting tools and ended up with something I liked. The right now goal isn't to make a game really, just to learn about the character making process.
>Why do you think that this is important?
I assumed that it had to be below the retopology mesh so that it can inherit the details post bake. I assume this isn't the case then?
24cd88 No.16175780
>>16175716
>I assumed that it had to be below the retopology mesh so that it can inherit the details post bake
Sort of but not really, you can set a generated boundary from the bake menu, you can also make a mesh cage which sets a boundary for ray casts for baking purposes.
65b1fe No.16175840
>>16175780
Alright good to know, I thought I was going to have to spends ages cramming all of that stuff under there. So I really don't have to care about detail all that much when retopologizing?
24cd88 No.16175888
>>16175840
Normal maps are there for finer detail, it's best not to use them for major geometry features, try looking at other peoples work for examples, not just looking at static pictures of professional work but downloading models for reference to see how they did what they did.
6466ff No.16176019
holy fuck i figured out my issue all by myself im so proud ;_;
now to add seaweed or some shit, not sure how to approach the water or leave as is
>>16175135
65b1fe No.16176047
>>16175888
I guessed as much which is why I did it. I'll try to find some then.
6466ff No.16176247
>>16176189
thank you i appreciate the heart this has taken me way too long to figure out that the way to get opacity is just change shader, make a new fill layer for opacity only and set it to 0
i am trying though
2745ff No.16177141
Pawns now rotate smoothly over time instead of snapping instantly to a desired rotation. Needs work as well as movement code improvements, but this works for now. I am going to try my best to replicate how I had my movement in the Unreal Gold RPGdev mod.
>>16172602
I just use their discord, the quality is honestly better than 8ch's /agdg/ discord. I left due to unregulated spamming. I never post or visit 4chan. Isn't this site just as bad now though?
d9c7d8 No.16177545
>>16177141
wasn't halfchan getting even more censorship after the gook bought it?
42f444 No.16177816
>>16176019
Substance Painter is awesome.
54c119 No.16177844
>>16177545
He got into an argument with someone and left. Something about him being white "as far as society is concerned" despite being a Mexican or something
6466ff No.16177893
>>16177816
i like what it can do but it's just going to be a steep learning curve other than slapping premade materials onto models
but before i worry about that i need to get better at uv / reptology, i have another final for zbrush but we only need to polypaint it and polypainting is so unsatisfying compared to substances stuff
d78f90 No.16177931
>>16177844
That wasn't the issue, the issue was the nodev spamming the chat to unusability and even other devs were getting annoyed. I shouldn't have even responded, they never even showed what their game was. I'm here for a hobby, if it gets bad I just leave.
24cd88 No.16177970
>>16177844
>something about him being white
I don't believe that for a second.
d78f90 No.16178102
>>16177970
If this blows up again I'm out, I just want to make my game.
42f444 No.16178123
>>16177844
That's not what happened. One imbecile with an inability to not be a dick sperged out when he realized not everyone there was aryan and literally couldn't handle having his guro waifu insulted as reprisal for his endless insults. As a result, he started spamming the place like a lunatic. Mod came by and banned a bunch of people, including me, but not the idiot.
54c119 No.16178128
>>16177931
>>16177970
I don't know, I just remember looking at the server and seeing this big declaration about how racist and obsessed with racisim everyone was, and how you were going to the godot discord and leaving /agdg/, and this and that, and then I scrolled up and it was this giant argument about, I don't know, you calling yourself white? It makes sense that you ended up crossposting, I'm sure whatever server cuckchan has, doesn't let you say nigger…
42f444 No.16178129
>>16177141
btw anudev, it's nice to see you're still at it.
d78f90 No.16178266
>>16178128
Both servers are equally vulgar, I can find over 300k instances of the word "nigger" in 4chan's agdg, they are just more selective on when it is appropriate. As in they don't say it every other post, but it still happens. I really don't care about the racism, but when it was kicked up and stated over and over again it got obnoxious. The whole thing happened because I mentioned my dad's race or something and it was mutt this and spic that. And it wasn't the server was obsessed with racism, it was that it overpowered any and all conversation that wasn't about /pol/ topics. It is a game dev discord, I want to shoot the shit and make a game.
Just play my demo when it comes out, it should be what matters, not me.
54c119 No.16178386
>>16178266
I don't have strong feelings about how people (including you) acted on there, I just dislike that you're admitting too and normalizing crossposting, and over people being racist, at that. It seems clear that it does bother you, just the atmosphere it creates, even, but whatever, I will drop it because there isn't much more to say, and it's not a big deal. You do have a cool project, and, hopefully you manage to make it. I just have a pretty knee-jerk reaction to that kind of thing, because I really don't want to see this place, turn into something else, I hope you understand.
42f444 No.16178432
>>16178422
Is that actual music from the game? Because I like the combination.
e91ae6 No.16178436
>>16178266
Yeah, some users can be tremendously autistic about that subject. It's really grating that they drone endlessly as if it's the only thing they know about. It's not that I find it offensive. It's just a huge waste of time to make the same rant as others as opposed to forming a unique creative vision. Their politics will show in their work by default, there's no need to be "that guy" spams infographics at all. It just makes them sound like an unhinged obnoxious kook that everyone ignores in the streets.
People will naturally adopt the beliefs, actions, and mannerisms of notable content creators because they want to copy successful people. That's why PDP is popular and untouched regardless of the mistakes he makes. My advice to everyone is to work hard and be successful.
b0afad No.16178439
>>16178422
Nice to see you again and nice to know you're still working on this game.
ab5e47 No.16178454
>>16178386
Hey. There is nothing wrong with cross posting game dev. Also nigger.
54c119 No.16178499
>>16178454
Cross posting is and has been frowned upon because the reason we are on 8chan at all is because of the crossposters from other sites, mostly Reddit, that were posting on 4chan, that eventually replaced the original 4chan user base. It has much less to do with the act but rather normalizing it here, which will encourage people from 4chan to post here, creating the exact same problem that made the exodus necessary. Promoting your game on other sites and not talking about it is a little different. Also it was more of a test, how would he react? I was worried.
You would know this if you would lurk more.
1bb185 No.16178564
>>16161043
Here's a puzzle for you my fellow engine dev.
ab5e47 No.16178588
>>16178129
Absolutely. Also message me on Discord.
>>16178436
Truthfully I was laughing like a madman at first when the drama started, but eventually it just became too much to care about. Good advice btw.
>>16178499
Fair enough.
d039e3 No.16178613
>>16178266
Were you the mutt whose dad abandoned him? And you're also a cross poster now?
ab5e47 No.16178643
>>16178613
You have one chance to post your game or progress or you are a nodev. That is worse than anything you can try and type because it has been (I think) over a year.
5f927c No.16178694
ab5e47 No.16178699
>>16178694
I agree but have no alternatives. I just know I messaged this dev there back when I used the 8/agdg/ Discord server.
e91ae6 No.16178711
>>16178643
>>16178123
I think the discord drama can be solved if there was a rule that bans or segregates people who don't post content. It seems that the admin is a friend of the nodev though.
63e439 No.16179000
>>16178694
>>16178699
>>16178711
There's an 8/agdg/ Discord server? I'd never seen it posted around, but it sounds like there's reasons for that (aside from the earned distrust of Discord)
3421b5 No.16179023
>>16179000
As far as I can tell when the latest /agdg/ BO claimed the board, they started shilling their discord. It's in one of the sticky threads.
6a7865 No.16179043
>>16178643
I want to play this dev's game still, I hope it is a beach defender or rail shooter.
ALSO MADNESS PROJECT NEXUS 2 REVIEW SOON
42f444 No.16180045
>>16179279
Compare it to your first post pre-sculpt and be proud of your achievements.
a0e5f1 No.16180410
>>16179000
>tfw public gamedev forums are dying and moving to pisscord
The format itself sucks, it encourages lack of quality in posting since messages disappear so quickly, AND it's a datamining company. I wish Matrix/Riot was less buggy so it could be reasonably recommend as a free software alternative.
>>16178422
The gondolas should have some AI instead of just replaying the same animation. They might be scared of the player at first, but they gradually realize the player isn't a threat and start to socialize with him.
65b1fe No.16180498
>>16180045
I got really demoralized by how long it took me to get this far. It'll take me years to where I want to be at this pace. The mesh on the ears also look like ass.
But thanks for the ego boost
8c15dd No.16180511
>>16178564
What am I looking at? What's the issue? You mean the missing stride for UBO 3 and 4?
c9a615 No.16180740
>>16169202
So does anyone need a 3D modeler in this thread? Or is there something wrong with the way I'm asking the question?
>>16169477
Ado nothing about animation lad and I vertex shift everything, no sculpting here.
d9c7d8 No.16180779
>>16180740
i can't/won't pay you and i'm probably even less motivated than you, so no
25b097 No.16180929
>tfw your memelang's compiler is nondeterministic
>program segfaults all of the time, sometimes
c9a615 No.16180945
>>16180779
I'm not looking for payment bro, I just need that experience.
25b097 No.16180989
>>16180929
Found the bug. My validation layer segfaults if the pQueueFamilyIndices for the swapchain is an invalid pointer, even if imageSharingMode is set to VK_SHARING_MODE_EXCLUSIVE.
d9c7d8 No.16181010
>>16180945
well if you don't need any direct reference to anything, i need generic metallic/electronic parts that i can slap onto at least one body part for the robot from >>16160930
, i'm running out of sci-fi props
d9c7d8 No.16181032
>>16181010
>>16180945
actually here's an example of actually equipping items
65b1fe No.16181226
>>16180945
Any one of these maybe? You can tell me to fuck off, I won't mind.
c9a615 No.16181240
>>16181226
Calm down m8, I'm not asshurt by any requests, I'll pull something off, gimme the lick of an hour or so.
>>16181010
A bit more specification please. Do you have like a render of the robot so I can experiment with what fits using the proportions?
418c59 No.16181257
Is rpgmaker 2003 worth getting?
d9c7d8 No.16181281
>>16181240
not really, right now it's just a generic mixamo rig with parts slapped onto the bones
tbh i guess i'm just looking for limb-sized sci-fi props
1bb185 No.16181297
>>16180511
Kind of. The fourth UBO value starts at 192 and its a vec3 so it should be 12 bytes long, but the fourth UBO value starts at 208 instead of 204, so it's aligned as if it were a vec4. Vec3s suck
b0afad No.16181304
>>16180945
Grab something on your desk and model that.
65b1fe No.16181305
>>16181240
I wanted to add something more complex but decided not to, which is why I posted what I did. Appreciate it, man.
8c15dd No.16181336
>>16181297
Vec3 does suck. But this sounds like it should be something with your descriptor creation, or memory alignment requirements maybe? Since the others are vec4 they satisfy 16 byte memory alignment that used to be a requirement on older GPUs but a vec3 would in that case be padded to 16 bytes. No idea if this is still in effect, I just started out with Vulkan myself.
Besides that, any specific reason you are using UBOs for single vectors instead of push constants?
54c119 No.16181355
>>16161043
>>16178564
So how are your Vulkan projects going? I managed to fix my geometry shader, so now I can draw strings again… it's going pretty well, I can have the HUD again! Then, I Just need to write an optimized setup, for rendering the game world.
1bb185 No.16181416
>>16181336
>Vec3 does suck. But this sounds like it should be something with your descriptor creation
That's what I thought for a while, but no.
https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_uniform_buffer_object.txt
Sub-section 2.15.3.1.2 - Standard Uniform Block Layout
Memory alignment requirements, yes.
>>16181355
Good, it's difficult to come home from work every day and cram out mind numbing buffer copy code though, and at this rate it feels like it'll probably be a month at least before I have something that would be identifiable as a game. Steady progress.
What was the solution to your geometry shader woes?
a0e5f1 No.16181456
>>16181281
Look at the designs in The Surge, it had customizable limbs.
25b097 No.16181499
>>16181355
Still doing setup code for the 10th or 11th time.
42f444 No.16181635
>>16180498
You're learning as you go, it's a steep hill, but things will come easier as you move along. Nothing of merit comes easy, anyway, otherwise everyone would be successful.
6466ff No.16181802
i made a render of my fish
a0e5f1 No.16181813
>>16181802
Needs better UVs on the pebbles.
e4f5c1 No.16181815
Guys how do I make sure that my game is an all white 100% nigger free experience in the current year?
How do I get away with an all white cast? Because I fucking hate niggers and don't want they anywhere near my game.
6466ff No.16181821
>>16181813
okay ill try to learn to do that better
i was thinking sand might look nicer but unsure
5f5b6a No.16181828
>>16181815
Just let Moonman handle it, problems weren't.
e4f5c1 No.16181840
Have there ever been any /agdg/ games that have made it big? I know that cuckchan made Risk of Rain, Valhalla, and Lethal League/
What about you guys?
efd292 No.16181881
>>16181815
No one cares about it unless if you were pandering to that crowd in the first place.
42f444 No.16181965
>>16181815
Work itself can be anyway you want, but racial discrimination in hiring/casting is illegal in most places.
42f444 No.16181967
>>16181840
None. You can be the first one!
a5a421 No.16181981
>>16169477 (checked)
>Cascadeur is planned to be free for personal use.
Nice.
>but devs are also creators of Shadow Fight and Vector.
>mfw
Cautiously optimistic.
Though i'm still need to start from somewhere.
2d321a No.16182120
>>16181802
What >>16181813 pointed out is correct. Mind showing a wireframe? Want to see your topology.
6466ff No.16182150
>>16182120
my topology is shit but i tried my hardest. i can upload the maya file if you like? iotherwise I can go get the wireframe.
it's for my final for intro to lighting & materials class.
yes i know college is a scam dont need to remind me
b0afad No.16182174
>>16182150
I just hope you aren't ruining your life by going into massive debt.
2d321a No.16182176
>>16182150
I just wanted to see a screenshot. It'll do.
6466ff No.16182201
>>16182174
no debt, community college so like less than 8k a year
im more of a generic artist than a technical artist but im trying my best to learn, even if its binging youtube tutorials when not in class and emailing teachers a lot. also kind of why i started coming here, for help and stuff
>>16182176
is this okay?
2d321a No.16182215
>>16182201
The bowl is good, the pebbles have a poor topology (and bad UVs to go with them).
6466ff No.16182229
>>16182215
i just cut a circle in half and slapped a substance pebble material on them i think. i could just make i sand so its smaller little speckles and less visible for that weird circular texturing? or should i just redo the sand plot entirely?
2d321a No.16182243
>>16182229
The reason you get those distorted textures is because the UVs are fugged. Personally, I would have done it differently (to avoid the small triangles in the middle, which would get in your way if you tried to make the ground uneven), but it can be fixed with its current topology. You just have to unwrap it properly.
6466ff No.16182252
>>16182243
okay, thank you. I'll see what I can do since I still have a bit to get it turned in.
UVing is a literal nightmare to me so hopefully I'll get better with practice and not hate it as much
2d321a No.16182263
>>16182252
Unwrapping that is really easy. You literally just slice it in half, so you have a separate top side and a bottom side.
I don't know what Maya's unwrapping workflow is like, but doing that stuff with Blender's live-unwrapping is quite easy.
d039e3 No.16182965
>>16181965
It's illegal but no one ever gets prosecuted for violating those laws unless they're a huge company. I discard the rental application for every non-white and get great results.
42f444 No.16183081
>>16182965
Why wouldn't you want non-white VA's. anyway?
d039e3 No.16183109
>>16183081
Maybe they'd work as contractors so you can abuse them and drop them as soon as they start acting out, but it's not really worth the trouble.
54c119 No.16183362
I got my command line to show up! So, a lot of progress….
>>16181416
It was really stupid, so I was doing
vec4 tmp = gl_Position;
when I should have been doing:
vec4 tmp = gl_in[0].gl_Position;
Eventually you'll get there, a lot of it is stupid and a lot of the stuff you write isn't necessary, it takes a long while to have enough perspective to know what you're writing why. I would write all this stupid code about my buffers, with no idea why, I can get it now, but it seemed like black magic the first time I was copying those routines out of a tutorial.
>>16181499
Hopefully this is the last time you have to write it…
319a4d No.16183500
>>16181635
True, it was just a bit disheartening seeing as the sculpting flowed so well for me. I'll keep at it for sure.
49d22a No.16183700
>>16181815
Grow a thicker skin. No one complains about "how white video games are" other than the rare (((journalist))) and even in shitholes like Resetera it's rare because the new hot button topic isn't minorities in games, it's trannies in games
c9a615 No.16184150
>>16181226
Done with a dropbox link, how am I going to send it you anon?
Tell me if there's anything you'll like to change first though.
>>16181815
Why do you hate black people anon? They aren't all bad. Be the first dude to make a cool modern negro that the kids wanna play with.
6466ff No.16184166
>>16184150
i envy your ability to make nice hard surface objects. I'm making a character model for my final but my staff I'm making looks like ass even after using zremodeler and hpolish
teach me your ways
c9a615 No.16184212
>>16184166
post your progress ma dood, lemme see what's wrong.
6466ff No.16184268
>>16184212
im on my laptop and its like 9:30pm but i'll post what i made in like a sitting as a rough draft. I need to figure out how to do a 4 way resym or something but I just really suck with the hard modeling brushes. (im scrapping this but this was my first runthough attempt)
trying to sort of base it off of this:
https://dota2.gamepedia.com/Spellbinder%27s_Forgotten_Greatstaff
6466ff No.16184448
>>16184212
i'm heading to bed now but i'll check whatever you write up for advice tomorrow, thanks for taking a look and willing to help me
b0afad No.16185157
I finally fixed that one problem that has been hanging over me for months and I did it in 6 lines of code.
35a4bc No.16185196
>>16181355
I have pretty much nothing so far, just got back into graphics programming after being out of it for a couple of years. Learning how to Vulkan since I only know D3D and OpenGL otherwise. I want to make a very simple city building game that gets as comfy as pic related.
c9a615 No.16185206
>>16184268
I won't advice using sculpting to achieve inorganic objects, that's more of a thing for unpredictable/organic models. You're gonna want to invest more in poly-modeling m8.
Get an orthographic rendering of the forgotten greatstaff, one for the front view and one for the side. Insert it as a background image in your editor and keep shifting vertices until it matches what you need, this will give you a much more defined and hardened look for your work, it also allows greater control of your topology so it doesn't get too messy. If your editor allows you to model while your subdivision surface modifier is on then by all means it keep it on, it helps to keep your objects smooth and beveled while you work.
Poly-modeling is a very straight-forward process, but you're going to your own personal guess work between the front and right angles when determining the shape of the object.
As a final note, try your best to poly-model everything when it comes to bideogames, sculpting is just going to bring you great trouble down the road, especially when the accursed retopo process begins.
32e40b No.16185231
>>16185206
>As a final note, try your best to poly-model everything when it comes to bideogames, sculpting is just going to bring you great trouble down the road, especially when the accursed retopo process begins.
I disagree, learn to work with both. Know when to use poly modeling and when to sculpt, especially when it comes to intricate details that you want to bake as normal maps.
929906 No.16185241
>moba + fps
>you've got soldiers of different types that act as your minions, multiple paths blocked by gates with turrets that auto-locks it's fire onto the nearest enemy to it until it dies or leaves range of fire, creatures that inhabit the map and can be killed and harvested, including zombie soldiers from whom you can loot the equipment, base in which resources gained from killing neutrals and opponent forces can be transformed into various upgrades for your character, there is also resources and loot that spawns around the maps as well, etc.
> first-person perspective, characters with unique ranged and melee attacks, ranged with ammo that must be reloaded using resources, melee with durability that must be restored using resources as well, both can be done on the field or are automatically done for you upon entering your base, characters have unique special abilities that cost mana to use, can be restored with certain resources but also regenerates over time, regens quicker upon killing neutrals or opponent forces, tougher the enemy, more regen you get, enemy players provide most the charge.
>characters have different stats, passive abilities, active abilities, and ultimate abilities, no character is going to exclusively fit into one role, allowing them enough flexibility to be able to take a non-standard role if the situation calls for it, but each character will also be more suited to serving certain roles more than others, meaning that they are all good at everything, but only great at certain things, all characters can teleport to their base at any time, but the process takes time and leaves them defenseless while it happens, though teleports can also be upgraded, and certain characters can even use their teleport offensively or defensively with certain upgrades, turrets and gates can also be upgraded, these upgrades are shared for all characters, the other things that can be purchased at the base is restoration items, like health and mana, as well as armor/shields and extra ammo/durability for weapons, and other items that can be used on the map, there are also some items that enhance you in one way while weakening you in another, like an item that makes your shields better, but slows the rate at which your mana recharges..
>Very involved dev team for balance, patching, and updating, constantly adding new content, including new characters for the players to learn how to play, and how to counter, new maps with layouts that must be learned and planned for, new upgrades for characters that allow them to be played in new ways, and games should be fast-paced and unpredictable, instead of the slow repetitive and slow-paced gameplay we come to expect from so many mobas.
>every character has their own unique weapons, their own unique set of upgrades, and their own unique set of abilities, setting and bacstory should be be both post-apocalyptic and futuristic, spacepunk level technology with a cyberpunk aesthetic (cyberpunk but with technology at the highest level of scifi instead of simply near future levels, and in all areas, not just cybernetics), all characters are fighting for some competition, and all for their own reasons, some are there involuntarily, some were eager to get into the games, in most cases, it's nothing personal between the characters, but in some cases, it is, there will be special dialogues between the characters which sheds light on them and the world they inhabit.
319a4d No.16185242
>>16184150
You are a lovely guy and I bet you will get a nice traditional wife who will love you. My email is touissant@protonmail.com.
>Tell me if there's anything you'll like to change first though
Maybe make that lower ring on the guard a little bit wider and more curved to match the upper one but otherwise I am really pleased with what you did. Thank you for doing this. What software did you use by the way?
18c80a No.16185280
>>16177141
8/agdg/ has a Discord?
35a4bc No.16185307
5f5b6a No.16185314
>>16178699 (checked)
>I agree but have no alternatives
Yes there is, it is called IRC: #8/agdg/ via irc.rizon.net
ecb442 No.16185756
>>16181815
Require all your employees to take a DNA test (from an accurate company) and make sure that they are pure-blooded aryan.
42f444 No.16185802
>>16185756
Illegal, and moronic. If you must weed something out, make it marxist ideology.
18c80a No.16185850
>>16185802
>local halffchan/resetera sperg is unable to take a joke
Fuck off back to where you came from.
42f444 No.16185870
>>16185850
Well Iw asn't joking. Weeding out marxism is good for business.
c9a615 No.16186426
>>16185242
Aw thanks anon
I used Blender to make it, I'll make the modifications and send it to you in a jiffy.
8674f2 No.16186490
Do u think a game with this level of sprites would be popular?
baa716 No.16186501
>>16186490
If you mange to animate them without them looking like crap, sure.
200c1d No.16186571
>>16186490
The technique is good, but the proportions are atrocious, those arms are too long and the legs too short.
be5f3e No.16186657
I'm trying to do Castlevania-style stairs in Godot, but the way I'm doing it right now isn't working.
>every 16x16 stair sprite is it's own object with an Area2D
>when the player enters the Area2D, an area_entered signal goes off for the player object that changes a stairs boolean to true, and false when they exit one
>when stairs is true, the player's movement is altered so that they can only move diagonally until they get off the stairs
>getting on the stairs by pressing up hasn't been implemented yet
The problem here is that whenever you go from one stair to the next, there's one frame where stairs is false, putting you into a falling state, and I guess because I'm changing the shape of the player's hitbox during animations, both the exit and enter signals fire whenever an animation changes or restarts. There's a few ways I can think of that might fix these problems, but I don't know if they're actually possible in Godot. Any suggestions on how to make this work?
a7fdc9 No.16186699
>>16186490
You've been stuck on that one stance for years
de5265 No.16186707
>>16186490
Either stick with spats and ankle socks, or go for thigh highs and not spats. Don't try and game both.
8b49aa No.16186775
>>16186657
>every 16x16 stair sprite is it's own object with an Area2D
This already feels wrong. Just create a "stair start/end" object and when the player interacts with it, set an "on stairs" flag on the player. While they're on the stairs, up/down moves their position, and gravity disabled. Getting hit (optionally) removes the flag, and makes them drop down (by virtue of gravity being enabled again)
d50554 No.16186800
>>16185241
That's a great idea, idea man.
Why don't you go make it?
319a4d No.16186829
>>16186426
Just checked it out. It looks sick and I really appreciate you helping me out. Will definitely use it in a couple of years when I myself am not as awful and inefficient with modeling as I am now and I actually have somewhere to implement it.
691333 No.16186856
>Want to just like make game
>Finals are taking up all my time and the little bit of free time I have every night I'm too tired to do anything other than lie down and play casual vidya
Anyone else currently being burdened by life?
12fe6e No.16186871
>>16186856
give up on at least one of them, worked out great for me
9d01f9 No.16186907
>>16186856
>9 hour workday 3 days a week
>second job Saturday morning
>3 classes, two of which have 1.5 hour commute
The tired never ends. I actually made some progress yesterday on AI.
be5f3e No.16186932
>>16186775
That's the first thing I thought about doing, but I want the player to be able to jump onto the stairs. Is there something I can stretch across the entire length of the stairs based on their size?
9d01f9 No.16186953
>>16186932
Just use a collision polygon that covers the whole interval of the stairs. You could just make a few versions for each length of stair you need and instance them as needed, don't bother putting it in the tileset.
200c1d No.16186957
>>16186856
Do a Technical School and become a solder rather than acquiring university debt. Then you will have time to dev.
You can also save up money and use that to pay for devving time (as in, quit your job and live off your savings for X years)
Or do 80 hours weeks
691333 No.16187005
>>16186907
I wish I had the same strength you do, anon. God speed in your work. But for me, spending 10 hours at school every week day for the last week (and will continue until mid March) and then dealing with my disgusting, smelly spic dormmate is enough to keep me too drained to work on vidya. I hope I can curb my school work enough to get some dev time in on Saturday.
8674f2 No.16187016
>>16186699
I've been busy with other shit in the mean time.
be5f3e No.16187057
>>16186953
I was gonna complain about how limiting that might be for level design, but it looks like that's actually how they did it back in the day. I guess I'm just a fucking dipshit. Thanks.
8b49aa No.16187096
>>16187016
I know it's absolutely not what you're going for, but that sort of camera projection seems like it'd be great for some kind of Terraria/Minecraft hybrid
11358b No.16187111
>>16186856
Yes books are piling on my desk and the dates keep creeping closerI slack off too much though
Maybe you can write out some theory stuff instead for structure or game/feature ideas, that should work
691333 No.16187119
>>16187111
Trips of truth, I'll do that. If I don't have the energy to learn and write code, I can at least ideafag in my notebook.
11358b No.16187164
>>16187119
I want to add, with theory I don't mean to exclude the technical side, getting an idea of a technology or process should also fit withing 30-45 minutes and remove some "unknown unkowns"
Talks can also work well if they are short enough because you don't even have to read anything.
319a4d No.16187806
YouTube embed. Click thumbnail to play.
These last couple of days spent screwing around in Blender made me happier than I've been in months but at the same time it also made me very unhappy. I've always enjoyed creative endeavors and it was my childhood dream to work in the games industry in any capacity which I set aside as a childish thing - and now I've just spent 5+ years in college studying IT, programming shitty broken web apps, studying business intelligence and garbage like ergonomics which I couldn't attempt to pretend to care about. Most of the time in classes I've spent ideafagging, worldbuilding and theorizing which game systems I would include in a game I was definitely going to make just as my studies end for sure (>>16186856 yes) yup it's gonna happen yeah. I am not very fluent in the workflow or modeling but doing it badly (though it is fun) made me think where I would be today if I didn't set that shitty dream aside. I feel like I've opened a tear in reality and peered at what could've been me.
In several months I'm going to finish every obligation tying me to college and will have to get a job I hate and it makes me very sad. I'm 25 and I feel like the life I wanted to live passed me by. Anyone familiar with this feel? Am I being a childish overreacting faggot?
tl;dr gay retarded autistic blogposting very tangentially related to agdg
9d01f9 No.16187817
>>16187806
Just like, make game.
8674f2 No.16187854
YouTube embed. Click thumbnail to play.
>>16187806
Watch Volen CK videos, he deals a lot with the topic of self teaching a skill, practice, improvement.
He has really improved in art in just four years of self study, like, go from 0 to being elite level AAA artist.
His videos also motivated me to learn art, but also his opinions could be used to learn other skills like music.
924169 No.16187864
>>16187806
Everything has a time and place in life. Rejoice that you've put the effort to finally start something, even if it's a small step. Having a good job is a blessing, and you can always make time for your hobbies. Maybe you won't gitgud super fast like someone who's done it since they were young, but you've invested in your future and that is certainly not a loss.
I was actually about to play vidya when I saw your post, but I think I'm going to work on my own craft.
2fa935 No.16187875
The Dorf RTS marches on.
Spent the last few days locked in my room just cranking out terrain artwork. So far I've finished most of it for the Temperate biome, though I'll likely need to go back and tweak a lot of it to get it to blend just right.
bff029 No.16187893
>>16187875
>that HQ
SI SI SI SI SI SI SI SI SI SI SI SI SI SI SI SI SI
I think the terrain looks quite nice so far. It's so richly green, mossy. Overgrown. Perfect for a postapocalypse in which the wilderness has become unmanaged.
b265c7 No.16187912
>>16160937
Hi, lurkfag here. Pray tell what is demo day?
54c119 No.16187926
2fa935 No.16187927
>>16187893
Yup, that's the idea. While I want there to also be more classically post-apocalyptic biomes, like desert wastelands and snowy nuclear winter tundra, I also want vegetated, overgrown looking environments as well.
b265c7 No.16187928
af4641 No.16187947
>>16187875
the terrain looks pretty good, i still don't like how that HQ looks i know you are going for a brutalist architecture approach but that thing is just a pillar of cinder and tubes sticking out of it, i like the faces though
af4e4a No.16187956
>>16187875
Did you make the renders for that?
Looks awesome either way.
0e071f No.16187965
Anyone knows how to make isometric tiles with gimp?
b0afad No.16188031
>>16187965
https://en.wikipedia.org/wiki/Isometric_projection
http://clintbellanger.net/articles/isometric_intro/
TL;DR each line is two pixels horizontal per pixel vertical. Whole tile is 2 to 1 ratio, such as 32 wide 16 tall.
24cd88 No.16188090
>>16187875
That tower is fucking huge, and I like it.
91d837 No.16188139
Thinking about starting a development blog on my own webserver for posting progress, and eventually articles/tutorials and such for game development. Problem is I can't think of any good branding for a domain name. My first thought was vidya.dev, and while it's short and sweet it seems a little generic. It would be simple to remember though; it feels like a good brand but I'm torn on it. Do you guys have any experience with marketing or branding, and what would you suggest?
2fa935 No.16188188
>>16187947
Yeah, I need to revise the look of it, and make the pipes seem more integrated, and make the concrete more realistically rendered. There's these huge concrete hangars in my city, I think I might go out sometime next week and try and photograph them, since they have this colossal, weathered look I want to try and capture.
>>16187956
All the complex objects like units, buildings and the cliffs are 3D models rendered into isometric sprites. The terrain is made of textures I found online and blended and edited into tiles in Photoshop.
993a9f No.16188664
>>16188139
Nobody reads blogs anymore so it doesn't matter.
Blog because you like writing. If you wanna reach people use twitter or youtube.
e91ae6 No.16188672
>>16188139
is vid.ya available? seems like a hosting side for games though
319a4d No.16189258
>>16187817
I will try to. I'm just not glad about the big picture.
>>16187854
This is really relatable. Glad to see that I'm not alone in starting out late, and especially glad to see that it isn't impossible to succeed. Thanks for this and I will check out more of his videos. How your art doing so far?
>>16187864
Lol glad my sadposting motivated you. Thanks for the support and for putting things in perspective. I was being a bit of a melodramatic faggot.
c8853e No.16189307
>>16187854
>>16189258
motivation is fine, but this guy has fucking abysmal study habits and shouldn't be emulated at all
>>16187806
bumskee started at 25, brad rigney was even older than that. if you're willing to put in the work and make the sacrifices, you can do it anon
319a4d No.16189606
>>16189307
You sound like you're speaking from experience. What would you consider a good study regime? I don't know who those artists are by the way.
319a4d No.16189800
3782 polys. I tried my hardest to keep it simple. What's the standard count by the way?
I wonder how big of a bitch will UV unwrapping this be.
49d22a No.16190022
>>16187164
Of course. If I'm just making a features wishlist I might as well just give up and go back to being a consumer who whines about there being nothing on the market I enjoy. Besides, trying to figure out the logic of how to make something I want work is far more entertaining than just writing out the idea
>>16188664
You'd be surprised.
c9a615 No.16190368
>>16189800
Use seams anon, they make the job of unwrapping much easier.
Just mark the edges around the area that you want flattened in the UV editor and smash that unwrap button.
>>16186829
Ya got it
edbba9 No.16193037
Anyone use Godot? How do I select a region for a sprite from a tileset? There's got to be a better way than tediously working out the coordinates and size and entering the numbers into the menu. Surely there's some click and drag way to clip sprites out of a spritesheet right? The guide on Godot's website completely skips over this part.
12fe6e No.16193328
YouTube embed. Click thumbnail to play.
anyone tried archimatrix? looking at it as a cheaper alternative to houdini
32e40b No.16193336
>>16189800
>What's the standard count by the way?
That depends entirely on the kind of game your making a character for, the art style, and the engine which can range widely from only a couple of thousand for something like an RTS, to 60k for a smaller scale shooter game.
b44b37 No.16193510
>>16193037
Modify hframe/vframe for the rows/columns and then enter the number of the frame to select it. Works best with power of two, you'll have to manually set via region_rect if you use non power of two sprites in a spritesheet. In that case you can use any decent image editor to get the Rect2 coordinates of a selection.
cb1b36 No.16193592
>>16190368
I did it! What a mess
>>16193336
How about fairly realistic looking rpg with towns and such? Something akin to pic related.
2ee9e8 No.16193664
>>16193037
3.1 is getting a new tileset editor. If you don't want to upgrade yet, you can just copy your tileset resource into a new 3.1 project and copy it back to your project when you're done. Double click the tilesset resource in the filesytem, it should open a visual editor.
https://www.youtube.com/watch?v=F6VerW98gEc
55eb4c No.16193771
>>16185280
>>16177141
>>16185307
>>16178699
>>16179000
>>16179023
>>16178588
WE HAVE A FUCKING IRC CHANNEL YOU DWEEBS, IT'S BEEN ON EVERY OP OF EVERY /agdg/ THREAD FOR THE PAST 3 YEARS
cb1b36 No.16193852
Alright, what is happening here?
cb1b36 No.16193879
>>16193852
For context, I just made my first normal map and had to increase the offset by a lot to make it decent. Not sure why it seems like the low poly baked into itself.
071a24 No.16193903
>>16193592
15k-30k
TLOU's poly count was 100k, SFV's poly count was 90k
42f444 No.16193907
>>16193852
If you can't solve it, at least you'll have an original artstyle.
a0e5f1 No.16193943
>>16193852
What did you bake your normalmaps with?
TexTools can help enormously for baking:
http://renderhjs.net/textools/blender/
12fe6e No.16194328
absolutely no progress was made today
cb1b36 No.16194329
I have no clue why the fuck this is happening.
>>16193903
Good to know. I was being stingy with detail to a fault I think.
>>16193907
It's shittu
>>16193943
Just the base Blender Bake functionality.
42f444 No.16194376
>>16194329
You can call it nu-lowpoly. It looks as if the lowpoly normals weren't being interpolated for the baking process.
cb1b36 No.16194383
>>16193943
I've checked out the add on but I'm unsure of how you're supposed to select what meshes to use for baking normals. It's asking for a UV map of the higher poly mesh no matter in what order I select them.
44fb43 No.16194435
>>16194329
You do have both meshes set to smooth shading, right?
42f444 No.16194562
>>16193852
>>16194329
Figured it out, but got too late since >>16194435 already said it.
P1 shows the high res and the low res for the example. Low poly shows the lowpoly obj with and without phong smoothing (normal interpolation). P3 is the normal projection results without and with the lowpoly being smoothed, and P4 show the result of each map being used.
42f444 No.16194564
>>16194562
I'm using 3ds max btw.
cb1b36 No.16194652
>>16194435
>>16194562
Just smoothed the low poly and while it did fix the uv map, it didn't actually do shit. I plundered maya, maybe I should use that instead.
cb1b36 No.16194685
>>16194652
I really appreciate the hands on help by the way.
42f444 No.16194801
>>16194652
1) The UV map isn't fixed yet, only improved. Smooth the high poly for full effect.
2) Since the UV is correct (or practically correct), then the problem now is in the low poly you're attaching the map to. Just so we're clear, is the new lowpoly smooth?
42f444 No.16194814
>>16194652
Rather, are you sure you're using the new normal map?
26b9bb No.16194824
>>16194383
The naming of the objects matters, it's name.hp and name.lp for high and low poly objects.
cb1b36 No.16194874
>>16194801
The >>16194652 is smoothed low poly with flat high poly. Pic related is smoothed both. I replicated this mess 5+ times.
>>16194814
Yes.
>>16194824
You're talking about general usability or?
cb1b36 No.16194878
>>16194874
Forgot the pics.
cb1b36 No.16195081
I am fucking baffled and don't know what to do. Fuck these artificial fucking barriers that only I seem to get stuck on.
a0e5f1 No.16195194
>>16194874
>You're talking about general usability or?
Specifically for TexTools
>>16194878
By 'smoothed' you mean this, right?
42f444 No.16195242
>>16195081
Growing pains, anon. I'm not experienced with your software to be of any further help. Keep at it.
cb1b36 No.16195301
>>16195194
Yeah that's what I'm talking about.
>>16195242
Every normal map is now doing this. Either I pressed a magic shortcut for make your normal maps ugly garbage or Blender broke for me.
a0e5f1 No.16195335
>>16195301
When you bake, set up your material to not use any textures, a roughness of 1, and a base color of 0.5 lightness. It's possible that the old normal texture is being re-baked into the new normal texture.
42f444 No.16195339
>>16195301
Close and restart.
cb1b36 No.16195426
>>16195339
>>16195335
Don't bully pls… I forgot to save the textures after bake. I wrongfully thought they updated on their own
a0e5f1 No.16195447
>>16195426
That's a common mistake in Blender, glad you got it working.
cb1b36 No.16195563
>>16195447
Thanks man. I shat up this thread long enough. Have this, dudes.
42f444 No.16195735
>>16195563
Congratulations on your success. Now you can model high detail and optimize a low poly model for gamedev. It's a very valuable skill.
0d5f41 No.16195956
>>16195735
I don't get it though. You can still see the polygons without the smooth property. And now to figure out eyes, mouth and hair.
ceeed8 No.16196116
>>16195563
just imagine if all that effort into making a video game character disintegrate went into literally anything useful
3421b5 No.16196137
What do you call a crafting skill of sorts where you carve stone, but can also mold clay into pots or whatever? Carving? Molding? Stoneworking?
42f444 No.16197490
>>16196137
Craftsman, Artisan, earth-bender?
3421b5 No.16197823
>>16197490
Just woke up, looked at your post and immediately thought of "sculpting".
Thanks, I think
a6d44c No.16198172
>>16195081
>Fuck these artificial fucking barriers that only I seem to get stuck on.
Sounds like they aren't artificial barriers but personal shortcomings and you should just try harder because you can do it with hard work
b21aba No.16198188
Why is MilkShape 3D considered freeware in the wiki even though it's a paid program with a month-long trial?
6672ab No.16198196
>>16195081
Must be tough living with downs.
8c15dd No.16198250
Am I video games yet aggydaggy?
be07fb No.16198343
42f444 No.16198490
>>16198250
>"First Triangle"
<Not a triangle
12fe6e No.16198535
i managed to convert my state machine to xNode, everything seems to work fine
8c15dd No.16198571
>>16198490
Yes, I have progressed beyond my own expectations.
42f444 No.16198692
>>16198571
Look at you go.
5255d2 No.16201578
Here's an early implementation of giving Shinobu a voice. Probably going to implement some sort of basic lip syncing to get more natural looking voices. There's about 3~8 different sounds for every action. So there's a lot of work to do.
df3520 No.16201636
Do people still make shit in and for(as in resources for it) rpg maker 2003? I liked RPG maker before they introduced scripting.
1309ba No.16201696
>>16168436
That looks really fucking cool, love the oldschool looking UI
cd4ea8 No.16201908
Can you program with C++ in Godot?
12fe6e No.16202298
i finally got around to unfucking the attacking. all the attack animatons are played by script rather than mecanim triggers, and your state being the attacking one also doesn't rely on mecanim exiting that state
at the very least you don't get weird stuff like both pawns simultaneously managing to hit each other
the only thing still being done by mecanim is the pseudo root motion and the regular attack-to-idle transitions
ed71d5 No.16202305
277fd7 No.16202323
I'm currently writing a GUI system in lua and löve. My goal is to make it look kinda like System 6 or 7 on the old Macs. I'm surprised how fast löve is, even on my antique AMD. I love lua as programming language, it's so simple and elegant. I wonder if I'll regret saying that later.
c9c60f No.16202436
>>16201578
Don't use discord dude.
52e307 No.16202922
>>16161043
I wish I could be, but I can't get Vulkan to fucking install. I hate being a fucking brainlet.
c0cb56 No.16203420
>>16202436
Far too late for that now.
42f444 No.16203448
3431b4 No.16204068
>you should start with trying to make a snake/space invaders/tetris
Is this really a good advice? I just made a snake and I think it would be pretty hard for someone that has just began learning.
68ac70 No.16204096
>>16204068
You don't learn unless you push yourself
3421b5 No.16204151
>>16204068
It is good advice. It's where most people hit a brick wall and realize gamedev isn't as easy as they thought, and hopefully start scaling down their ideas from "it's like dark souls except…"
142e1b No.16204547
I've always wanted to make an adventure game like Flower, Sun, and Rain, but realized that my skills at making models and art in general is pretty bad, so I decided to make a visual novel in Ren'Py using MSPaint art and Royalty Free music before hopefully upgrading it to a full 3D game. Would an admittedly very easy to create project like this be allowed here?
24cd88 No.16204721
>>16204547
Go straight for the 3d.
1bb185 No.16206441
Im having trouble with some really basic matrix transforms
https://gist.github.com/Moggers/ac5fdbcd0199c5608af78ed15239053e
(Pitch and roll are inversed so the first operation rotates 45 yaw, second operation rotates 45 pitch)
I would expect, and like, the first row, my "right" vector after the 45 yaw and 45 pitch, be extending along the x axis, and along the z axis (see oekaki), but because my pitch isn't relative to the yaw, it ends up with the right vector pointing somewhat up on the y, as well, it's rotating around the axis that extends from -x to +x, rather than rotating around the actual right axis of the rotation matrix.
This is to try to illustrate the problem, but ultimately my rotations aren't happening with pitch, roll, and yaw as defined by the matrix's orientation, and are instead static to the world.
How do I go about doing this correctly?
267e6a No.16206539
YouTube embed. Click thumbnail to play.
>>16165630
If you animate that, you could create the next epic meme on YouTube for middle schoolers to watch over and over again for the next few months.
That would really help with the funding of your game.
6153c3 No.16206603
>>16206441
>ultimately my rotations aren't happening with pitch, roll, and yaw as defined by the matrix's orientation, and are instead static to the world.
Your issue comes down to two points:
1. matrix multiplication order is fucky. If you have a vector v and want to transform it by matrix a and then by b, and then c, you don't do "v*(a*b*c)", but "v*(c*b*a)". The order is inverse.
2. Whether a rotation is affected by another rotation is simply a case of ORDER. Reversing the order of rotations can produce very different results.
Lastly, the coordinate system you use might not be the same as the coordinate system another person uses. Which direction is up, is it y or z? Which way is forward? I'm not going to decipher this shit for you to figure out where you went wrong. Be clear about what you want.
3e7f04 No.16206641
>>16206603
If you multiply matrices to the left of column vectors, you get the usual A(B(C(v))) = (ABC)(v) order. Come to think of it, it's actually really rare to see this done with row vectors. Obviously it makes little difference, but if you have a linear map F then the corresponding matrix for left multiplication and right multiplication will be transposes. If he doesn't know what the fuck he's doing that might also be a source of errors.
3e7f04 No.16206659
>>16206603
Actually wait, no. Now that I reread this properly, what you are writing in 1. is wrong. If you want to multiply v by A, then B, then C (from the right), then obviously the order would be ((v*A)*B)*C) = v*(ABC). The second part is correct though, you can't randomly exchange rotations.
6153c3 No.16206872
>>16206641
>>16206659
You're technically right. My example was wrong. I get this shit mixed up constantly.
https://www.wolframalpha.com/input/?i=%7B1,0,1%7D.%7B%7B1,0,0%7D,%7B0,1,0%7D,%7B10,0,1%7D%7D.%7B%7B0,1,0%7D,%7B-1,0,0%7D,%7B0,0,1%7D%7D
V*A*B does apply A first, and then B.
Vector (V) = 1,0,1 (A 2d vector with an extra "1" attached to it for translation)
First matrix (A) = translate {+10,0}
Second matrix (B) = Rotate {x to y, y to -x}
V gets moved from 1,0,1 to 11,0,1, and then rotated to 0,11,1.
But when you do things the other way around, the reverse ordering does come into play.
https://www.wolframalpha.com/input/?i=%7B%7B1,0,10%7D,%7B0,1,0%7D,%7B0,0,1%7D%7D.%7B%7B0,-1,0%7D,%7B1,0,0%7D,%7B0,0,1%7D%7D.%7B1,0,1%7D
A*B*V first rotates 1,0,1 to 0,1,1, and then translates it to 10,1,1. In this case, "B" applies first, "A" second.
Parenthesis in both cases don't matter as you mention. (V*(A*B) = (V*A)*B, and (A*B)*V = A*(B*V)).
The reverse order things is weird but quite common, especially in OpenGL land.
e.g. https://open.gl/transformations uses "gl_Position = proj * view * model * vec4(position, 0.0, 1.0);" to calculate the position.
3431b4 No.16208026
I decided to recreate one old game a day to get over a creative block.
>>16204151
Makes sense. I wonder how many newbies start off small instead of immediately jumping into making a dream game where you can do anything.
bc9769 No.16208545
>>16204151
It's actually Stalker + Arcanum + Soul Calibur.
Would you play it?
ebb801 No.16208565
>>16208545
Never played Arcanum but I do like Stalker and Soul Calibur.
24cd88 No.16208573
>>16208545
Being ambitious is the only way you're going to succeed, except for in most cases where a lack of ambition is how people achieved success.
>>16208565
Steampunk vs magic Fallout
bc9769 No.16208715
>>16208565
>>16208573
Arcanum as in allowing modularity in the way player histories shape that character's abilities, backstories and starting points. An apt equivalent would be Pathologic with multiple playable characters. Fallout also allows prebuilt characters along with custom but not sure if the focus on stats is really necessary.
Stalker with it's atmosphere and post apocalyptic theme. Except fantasy magic meltdown.
Soul Calibur with it's 8 way side steps and whiff punishes but in third person. You'd be able to learn specific fighting styles and moves from the masters of those styles. Like learning how to suplex from a circus strongman or tiger knee from a brawler.
All of this does kind of sound like Dark Souls but that wasn't my inspiration for real. It also sounds like some real ideafag shit but it's what I've been thinking of for the past 5 years in college and it's my dream project. Been learning 3D modeling and I have experience in Unity 2D. What is the best 3D engine to learn c++ by the way? Best resource period? I've dabbled but not enough. Been also working on my art, that friends have often praised but they're art plebs and it's actually nowhere near good enough for the character portraits and concept art I want to make. Trying to juggle multiple things to work on is tiring. Not to mentioned that I also have obligations which involve Godot so it's not so bad.
You guys probably think I'm a delusional faggot which is probably true but I just wanted to ideafag and vent for a bit.
6466ff No.16208775
how would you go about modeling the feet like this? just leave the small tootsies a square and paint on toes and make the big toe a seperate square or model them all seperately?
i only ask because that seems to be the only part on my own sculpt i'm at a tossup about
68ac70 No.16208800
>>16208775
Oh wow, this is a really cool design you made. Though, he looks kinda like spawn
6466ff No.16208816
>>16208800
oh this one isnt mine, this is rubick from dota
sorry to dissapoint, id post mine but im worried it'll link back to my real name since its on my portfolios and dont wanna dox myself
just trying to figure out how to do the toes like this for mine
b0afad No.16208860
>>16208715
Don't learn C++ through a game engine. Unreal engine, for example, uses C++ but it's not in a form that is conducive to learning. Learn C++ by first learning C, then go into C++ and learn templates, encapsulating data and objects together, inheritance, virtual functions, cin/cout, iterators, and so on. Then you can move onto data structures in C++ such as vectors, variable sized arrays, queues, double ended queues, stacks, binary trees and how to traverse them, linked lists, maps, and so on. Your base in C will help you a lot when learning how data structures in C++ work.
You will also want to learn how to use make and cmake, and how to get the most out of your compiler. If it turns out there's some obscure library you want to use chances are it uses cmake and you'll want to know how to link your code to that library using cmake rather than flail around aimlessly wondering what to do, I speak from experience.
Now that those months of work are out of the way you can go into Unreal Engine or some other C++ game engine and learn its very specific usage of the C++ programming language and how its libraries work.
bc9769 No.16208900
>>16208860
I am already familiar with C from uni. I was supposed to also learn C++ there but the professor was god awful, stuck to her rigid routine and I wasn't really interested in game development at that point. Thanks for the pointers by the way. The things you mention make it sound like you're deving something more complex than what I want. An engine maybe?
>cin/cout
I've read that most devs don't use or avoid using the C++ standard library (because it's slow iirc), but isn't cin/cout a part of it?
91d837 No.16208963
>>16188664
Blogs are still a useful platform. Even more so if you actually host it yourself. If you're a dev whose only online presence resides on Twitter/Youtube, you'd be really inconvenienced if those platforms removed you. Plus, hosting your own site gives your audience the impression that you believe in your project, and gives you credibility. In terms of branding I'd say it's crucial.
b0afad No.16208975
>>16208900
>I've read that most devs don't use or avoid using the C++ standard library (because it's slow iirc), but isn't cin/cout a part of it?
You still learn about it, but it is true that professional game developers don't use the standard library when performance is required and that includes the exclusion of cin/cout. In fact those developers probably use C++ mostly like C. The fact that you already know C, or are familiar with it at least, is a very good thing.
What you learn specifically about cout and cin is how it differs from printf and scanf. cin and cout are objects while printf and scanf are functions. That means you interact with cin and cout using the << and >> operators while you pass a character array into printf and fill a character array with scanf. That also reminds me you should learn about operator overloading, but that comes with iterators and data structures.
C++ is so complicated it's difficult remembering even just the small part I know. If someone else wants to step in and correct me feel free.
9d1a71 No.16209042
In case any of you fags are interested in realtime ray tracing (DXR or otherwise), pic related came out recently. There's also some more practical stuff on denoising and filtering.
http://www.realtimerendering.com/raytracinggems/
dfe15a No.16209328
>>16187806
>Doomer-posting
Putting aside the memes,you do need to just make your dreams come true.
It sounds like empty advice but it is the truth.
Do not let yourself be defeated by the lack of speed or intermittent periods of being unable to work on it,as long as you keep improving and working on your dreams you shall get there eventually.That's how a drill works
5255d2 No.16209472
When do you guys think things will stop being pretentious in the AAA space? Would a crash even help and "push back" art by a little?
8dd314 No.16209614
42f444 No.16209649
ebde31 No.16209776
Shmup anon in despair here.
Keeping on making one step forward and two steps back. Still got some interesting result like having the simulation correctly giving a low pressure zone after the blast, I could see the speed getting inverted, phenomena that is also documented in various papers.
But since I'm considering the screen as empty, the smoke would then expand all over the screen, so I need to take in account air too which keep smoke packed a little more.
Other assorted technical problem:
The open source driver would report 8 color attachment that I could use when doing multiple render target, which is also the minimum specified in the OpenGL specs. But in reality I only have 4, and it took me some time to notice since it would seem my code would work with all the rest, but when testing individually, texture 0-3 works, but 4 doesn't. So I had to pack variables with less texture, at worst if I need a lot more variable, I could make some multiple calls with different shader program.
b0afad No.16209869
Fuckin' Coreutils, how do they work?
b0afad No.16210003
>>16209974
I was only joking but thanks.
917e5e No.16210105
I got fired today. Maybe now I'll finally have something to present on demo day. Fat chance.
8dd314 No.16210159
>>16210105
What for, anon?
2e6fd2 No.16210243
>>16177141
No progress with Godot other than I now understand what my bug is. Have an Unreal Gold light test.
83dc8f No.16210267
>>16177931
>>16177844
>>16177970
>>16178102
>>16178123
>>16178128
>>16178266
I was there for the incident:
TLDR:
>/AGDG/ disc has Mexicans on it
>one of them is 4chan crossposting cancer
>has an honestly minor sperg about "muh raycisum"
>some britbong nodev sees this
>guy doesn't even have a project
>he's the absolute worst of nu/pol/
>begins mass spamming Amerimutt memes, has a mental breakdown, demands we ban all non-whites (despite the Mexicans generally making good stuff)
>this goes one for hours,
>he posts his god awful waifu from the shitty sell-out Eva rebuilds
>everyone mocks him
>he relentlessly spams
>mods refuse to ban him, several people including myself get tired of the cancer and leave
Imagine being so cancerous that you make a crossposting /leftypol/ wetback seem like a good poster.
3421b5 No.16211091
Do NOT get a job that involves software development, especially if "web" is mentioned anywhere at all.
It's not worth blowing a fuse every time you're forced to use some complete fucking cancer made by a group of opportunistic pajeets whose system causes you to spend less time doing actual work than trying to get it to not break and/or delete everything, making workarounds to things and waiting for 8 minute long fading animations to complete every time you press a button, and when you're cooling off you check your email and start dealing with customers who are tech illiterate to the point where they don't know how to fucking copy paste text from an email correctly, and when their email cuts the message text into pieces for some reason they think it's your fault and tell you to fix it.
7ab02e No.16211114
>>16178266
>taking shitposting personally
Don't.
0990c8 No.16211124
>>16210267
>Faggots spending time circle jerking on an awful data-mining service instead of posting progress in the thread turn out to be faggots
Imagine my surprise.
264aa3 No.16211155
>>16208975
Alright, I really appreciate the help man.
ebde31 No.16211349
>>16209776
Went to sleep thinking how that last point was a gross oversight.
Rechecking the code, the glDrawBuffers is correct, but I forgot to change the output size in the shader.
So change the technical problem to a retard problem.
>>16208900
>>16208975
I learnt C and C++ a while ago, but in my current project from scratch, the lower stuff is C for all the memory management and render loop, objects in memory are arranged by types and additional decoding is done with a struct pointer moving around. I barely use any C++, for now I guess.
I would think that dev companies use a framework + their own libraries, so you might sometime think you are using some C++ function when in reality it's just either the framework or their personal library.
The main point (IMO) with C++ would be abstraction, but that means working with things at higher level, even then, it's a syntax to simplify writing and there is still a need to manage stuff at a lower level, even if done by the compiler.
I guess it would depend on where you are and want to go, doing lower level stuff in an engine, or going into a making a game directly by using a framework.
It also depends on how you learn but you could do some hands on approach, partly learning where the C++ boundaries are, and then using a framework, and switch between.
83dc8f No.16211761
>>16211124
We've been trying to move the Totenmaske team to Riot for ages but haven't had the chance to (despite our servers being up on Ordo). The only reason we used discord at all is because we originally wanted to coordinate with as many people as possible for Teagan-game.
b0afad No.16211778
>>16211155
You're welcome. I'm always happy to help. This place has helped me in the past so I want to pass it on.
917e5e No.16211873
>>16210159
Backstabbing and office politics. Can't wait to escape wage slavery.
>>16211091
I've tried to change careers before but I can't get any other kind of job. I have an easier time getting a software dev job than a mcjob. It sucks but there's nothing else that pays so much and has this level of comfort.
>>16211825
Looks like the ball goes through the rectangle in 0:34.
264aa3 No.16211993
>>16211349
What do you mean by framework in this context?
>>16211778
I started learning it last year but uni got in the way and had to focus on other things. Hopefully this time it will stick in my brain.
8d9bfe No.16212912
>>16160853
Anyone have any idea why this might be happening?
6466ff No.16212918
game dev student here
is it acceptable to celebate in this thread that i just got a game dev internship for this summer even though it's a company /v/ generally seems to dislike?
i think it will be a fun learning experience nonetheless
4c6e78 No.16213042
>>16212912
Never used c4d before but try switching to a different rotation order.
https://help.maxon.net/us/#OROTATION-ID_BASEOBJECT_GROUP1
>>16212918
At least if you hate it you'll know what company to not work for. What company?
11358b No.16213155
>>16212918
>>16213066
>inb4 gets kicked out for posting here
There is certainly something to be said about working for a company that has experience with making games at the AAA level in terms of managing the pace and size.
Besides the games aren't really indicative on how it is to work within a company, I worked for one that made quite horrible ones but it was still plesant and interesting working there.
6466ff No.16213178
>>16213160
i know that was probably bad of me. But it was kinda told that most the slots only had abou 2-4 slots so it's not too damning. That said I deleted post.
>>16213155
Yeah, I'm just suprised that I got as far as I did, so, yay.
I'll stop shitting up the thread now with my excitement and come back when I have more game dev stuff I need help on and personal projects
b0afad No.16213196
>>16212912
Is there a curves editor or something in your software you can use to adjust keyframe interpolation? It seems to be some sort of extra interpolation/smoothing added on top of the rotation. Can't say for sure since I use Blender and not Cinema 4D.
>>16213178
I'll delete my post too since it had information in it.
6f6888 No.16214015
>>16213042
>>16213196
Ok, I realized what happened, I was animating it with a world coordinate but cinema 4d decided to animate it with a local coordinate instead, and decided to animate by that route. Now I'm trying to find a way to change the rotation axis of that joint without it affecting any others. If I can't do that then I'll have to reweight my model I think.
5255d2 No.16214428
>>16212918
>game dev student
Point and laugh. Your gonna be doing fuck all in that company.
3431b4 No.16216092
>>16212918
Tell your boss to get in touch with Mark and make an AMA. congratulations, are you actually a gamedev student or do you just study art with intention of working in gamdev?
a697b0 No.16216178
After a long period of idea-guying I finally have a good impression of the kind of game I want to make. I want to put it on paper. Do you guys have any tips for how to organize ideas? Did you plan your entire game before coding, or is it something you did in stages? I believe the idea I have for this game is very vulnerable to feature creep, so any insight on what to prioritize would be helpful. I suppose the best way of going about it is to code a solid foundation upon which I can implement all additions as modules.
55eabf No.16216303
>>16216178
You should have a general plan for the game and its systems, and a specific plan for how to implement the general plan. Don't do the whole specific plan at once, just what you need. You'll probably discover problems and improvements to your game's structure as you implement it, so it's good to be flexible.
691333 No.16216460
>>16213155
>There are places that make bad games but are good to work for
Sounds pretty comfy tbh.
>>16212918
Fellow game dev student here, yes. Especially since at my school the game development program gets shit on by all the non-game faculty and students because it's "much harder" to get a job than other computer degrees and you'll "only" make an average of $45k salary in a junior position Which is the same as both my parents combined and they've never had any money troubles so fuck that argument. An internship is a big step towards making a living in game dev and proving those types of faggots wrong. Which is always something to celebrate.
b0afad No.16216501
>>16216178
Establish your core gameplay loop. Flesh out 4 to 5 design pillars to maintain focus. Establish the goals of the game. Establish the controls, both what buttons cause what action, and how the player can control what happens in the game. Figure out the individual components in the game, such as enemies, weapons, powerups, puzzles, and so on. Know how many levels you want in the game and generally how progression is going to work with that. Maybe have a short description for each level.
6153c3 No.16216527
>>16216460
>you'll "only" make an average of $45k salary in a junior position Which is the same as both my parents combined and they've never had any money troubles so fuck that argument.
The key here is the cost of living close enough to the company.
$45k is a lot if you earn it in a region whith minimal cost of living, but it can't even pay half the rent of an apartment in an expensive city.
4d9f29 No.16216819
i need one good reason not to develop exclusively for the pico-8
42f444 No.16216866
>>16216819
You wouldn't be taking advantage of the superior software/hardware of the Ouya.
924169 No.16217617
>>16216501
>>16216303
Appreciate the advice. I decided to work with Godot, so when I inevitably am too retarded to progress I will come back with more questions.
6153c3 No.16219299
>>16217617
I made a new UI that's not a hacked together piece of shit and gave it a facelift. I miss Windows 7 Aero.
49d22a No.16219920
>>16216527
That's only if you're a faggot who needs to live close to the company. I'd gladly commute 1-2 hours like many working adults if it means that I can save $1500 on rent every month.
1badc1 No.16220095
>run Unity game
>it writes to AppData without my permission
UNITY CONFIRMED NIGGER BOTNET SOFTWARE
1c97f2 No.16220130
I've started a project for a small game mod recently, and it's going to need some low-poly 2000-tier 3D assets and animations.
I tried making a model of the standard assault rifle I want, and though I had a lot of fun making it, it looks like total ass because I'm inexperienced in modeling and lack certain techniques.
Are there any good written resources on hard-surface modeling?
06efcd No.16220623
>>16178711
>It seems that the admin is a friend of the nodev though
He wasn't. the faggot got banned soon later. the place was excellent since then
691333 No.16220636
>>16220095
>Without my permission
You gave it permission when you signed the EULA, retard
666942 No.16221120
I wanted to brag to someone the piece of magic code that saved me maybe an hour (because it was going to be so boring I would procrastinate), so here it is
I was going to have to make this shit 15 times (for 5 different components on 3 very slightly different logic):
public class TransferValuesConstantSourceNutrients : QuickSystemDoubleFilter<EffectsTransferConstant, EffectsTransferSourceNutrients, EffectCostAndValue, NutrientProcessor.Nutrients, EffectSourceAttribute, EffectsTransferSourceValue> {
protected override void OnUpdate(ref EffectCostAndValue cost, ref NutrientProcessor.Nutrients nuts, ref EffectSourceAttribute attr, ref EffectsTransferSourceValue val) {
float v = nuts[attr.attribute];
val.value = Mathf.Max(v, cost.value);
nuts[attr.attribute] = Mathf.Min(0, v - cost.value);
}
}
Which is already using a short hand for:
public abstract class QuickSystemDoubleFilter<F, F2, T, U, V, W> : ComponentSystem where T : struct, IComponentData where U : struct, IComponentData where V : struct, IComponentData where W : struct, IComponentData {
ComponentGroup m_MainGroup;
protected override void OnCreateManager() {
m_MainGroup = GetComponentGroup(typeof(F), typeof(F2), typeof(T), typeof(U), typeof(V), typeof(W));
}
protected override void OnUpdate() {
ForEach((ref T t, ref U u, ref V v, ref W w) => {
OnUpdate(ref t, ref u, ref v, ref w);
}, m_MainGroup);
}
protected abstract void OnUpdate(ref T props, ref U inst, ref V nut, ref W wut);
}
Which is already short hand for ChunkIteration, but let's not go there because I don't even know what it is
This insane amount of braindead-monkeyjob-codding-very-prone-to-error was saved by creating an IAccessor<float> interface:
public interface IAccessor<T> {
T this[int index] { get; set; }
}
And now I just have to do this 3 times (for each slightly different logic):
public class TransferValuesConstantSource<T> : QuickSystemDoubleFilter<EffectsTransferConstant, EffectsTransferSourceNutrients, EffectCostAndValue, T, EffectSourceAttribute, EffectsTransferSourceValue> where T : struct, IComponentData, IAccessor<float> {
protected override void OnUpdate(ref EffectCostAndValue cost, ref T nuts, ref EffectSourceAttribute attr, ref EffectsTransferSourceValue val) {
float v = nuts[attr.attribute];
val.value = Mathf.Max(v, cost.value);
nuts[attr.attribute] = Mathf.Min(0, v - cost.value);
}
}
And this 15 times
public class TransferValuesConstantSourceNutrients : TransferValuesConstantSource<NutrientProcessor.Nutrients> {}
I feel very proud of myself, please praise me
b00e0b No.16221256
It feels like I panic whenever I start working on my game. My pulse gets higher and my fingers get prickly. The gameplay has been all figured out since the beginning. I've been sitting on this game for years and I haven't come up with a single character or a cohesive story. Everything I come up with story wise, I dismiss it because it's stupid, too personal, or unoriginal. At first, I was going to have a huge cast of characters but now I only have the main character and the boss. I'm not sure if I want to keep working on this game but I have nothing else to do.
b0afad No.16222347
>There are 18 open issues on Godot 3.1 out of 3,072
Soon.
a0e5f1 No.16222690
12fe6e No.16222735
>>16219920
you say that now, but i'm exactly in that position and the few dollaridoos i'm saving this way really don't feel worth it, especially since i'm travelling by bus in an already crowded city
b00e0b No.16222822
>>16222735
My last job was across the street. I'll have to commute to my next one and move if I want a walkable commute again. It sucks.
12fe6e No.16222836
>>16222822
my first job was half an hour on foot, or 10-15 minutes by bus
current one is around 1:20 hours by two buses, or worst case scenario nearly 2 hours if there's shitty traffic and the buses are late
the pay/job is good, and i'd definitely have moved closer by now, but they're already looking to move the office somewhere more convenient for everyone
b00e0b No.16222857
>>16222836
Half an hour on foot sounds ideal for biking. 1:20 by bus still sounds bikable.
My longest commute was about 2 hours. Train, bus, and a long walk. I'm glad I had that job during the summer. It would have been awful to do in the winter. The job also had a 9 hour shift with a lot of unpaid overtime. I only had it for like 2 months. Awful conditions and hostile coworkers. They'd yell if you didn't record the time you spent taking a bathroom break. Nearly killed myself.
My last job had a flexible schedule. They didn't care if I showed up at 10, left at 4, or didn't come at all. People came up to me to give me compliments about how I'm making their work easier. Got to travel and see the country. Pay was twice as much as my previous one. Then I got fired and arrested over an argument work a coworker.
3431b4 No.16224302
>it's easier to make a minecraft clone than tetris in unity
5a4183 No.16224337
>>16224302
Finite destructible blocks is hardly a Minecraft clone. That's like saying a grid is a tetris clone.
3431b4 No.16224526
>>16224337
Infinite creatable blocks makes it a Minecraft clone.
42f444 No.16224568
>>16224526
The cube creation/destruction that you are calling a minecraft clone is much simpler than a full tetris.
11358b No.16224771
>>16224526
That's like saying putting a gun into the players hands and maybe having a hostile npc makes a FEAR clone.
If you have an algorithm to generate a world and a system to convert found blocks to something else you can start calling it a minecraft clone
000000 No.16225462
>>16160853
>Wojack not in the OP edition
<tableflip.mov
I'm out
42f444 No.16225550
>>16225462
You were never in.
000000 No.16225568
42f444 No.16225577
000000 No.16225582
>>16225577
U're a faggot, Xhr.
42f444 No.16225617
>>16225582
Says the torpedo.
666942 No.16225818
Fixed roofs, now gotta redo the UV mapping on walls
666942 No.16225832
>>16203448
Discord has a furry problem
b0afad No.16225865